NPC Dialogue Shop

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Started by mjshi 241 posts Page 6 of 13 View original ↗
  1. Cremechronicles said:
    Hi, love the plugin! Was wondering if there's a way to change the default text you included that appears when you hover over an shop option. Like when your on the "Buy" option the text at the bottom says "Anything catch your eye?" I haven't figured out how to change that so I just wanted to ask
    No problem, it's under the shopkeepers parameter. Double click "Shopkeepers", double click row 1 (you can double click row 2 if you want to add a shopkeeper instead of editing the existing one), then double click "dialogue". Then, double click any of the values to change the text associated with them.
  2. mjshi said:
    No problem, it's under the shopkeepers parameter. Double click "Shopkeepers", double click row 1 (you can double click row 2 if you want to add a shopkeeper instead of editing the existing one), then double click "dialogue". Then, double click any of the values to change the text associated with them.
    Oh wow I feel silly now, thank you for the fast reply! And once again thank you for making the plugin!
  3. No problem at all :) in retrospect the parameters might be kinda hard to find for someone not used to the newer MV plugin parameter features. There's a lot of double clicking involved, haha.
  4. @mjshi is it possible for a struct so each npc shop can say something different?
    like shop 1: buy text, sell text
    shop 2: buy text, sell text.
    because each person can say something different or a diff language in different area's?
  5. ShadowDragon said:
    @mjshi is it possible for a struct so each npc shop can say something different?
    like shop 1: buy text, sell text
    shop 2: buy text, sell text.
    because each person can say something different or a diff language in different area's?
    Yep! Just set the shopkeeper variable to the row you want minus 1, then add another row to the Shopkeepers parameter.

    The help file should have more details on it too ^^
  6. I hope it is compatible with DreamX_RandomPrefixesSuffixes...
  7. 41728280 said:
    I hope it is compatible with DreamX_RandomPrefixesSuffixes...
    No clue, but it might be! As long as the two don't modify similar parts of the engine, they're usually compatible.
  8. Hello! I'm sorry if my English is too bad.
    I wanted to know a few things:
    1) Is it possible to install different merchant images for different stores? That is, depending on the store, the seller himself changes.
    2) Is there a way to add a choice in the dialog box? I want to make sure the player can ask the merchant questions, but with the store window not closing (I tried to run the selection through common events, but the store was just closing)

    If this is possible, please explain how I can do this?
    Thank you in advance!
  9. @3v_wab
    To answer your questions
    1) Yes, just follow these steps
    dragoonwys said:
    It's written in the help file.
    First, change the variable chosen in Shopkeeper Variable to the index of your NPC, in the Shopkeepers list. 1st NPC = 0, 2nd = 1, 3rd = 2, etc.
    Then, call the shop as per normal!

    Here's the example of how the event looks in an event.
    gtHZqUy.png

    2)No
    Its impossible to ask questions while with the Shop scene open, because it is not meant to process both Shop and Messages at the same time.
  10. mjshi said:
    No clue, but it might be! As long as the two don't modify similar parts of the engine, they're usually compatible.
    Yes, can be used, thanks for the plugin, very good
  11. I literally can't get this plugin to work. I have no idea what I'm doing wrong. I copied the exact event from this forum and followed the steps. I must be missing something.... Any help?
  12. cokes1999 said:
    I literally can't get this plugin to work. I have no idea what I'm doing wrong. I copied the exact event from this forum and followed the steps. I must be missing something.... Any help?

    Just follow the image posted by dragoonwys, and make sure the switch you're checking in the conditional branch is set correctly in the plugin parameters (Common Event Switch). Otherwise, if it's still not working, try posting a screenshot of your event setup and your plugin parameter setup? Are there any error messages, does pressing F12 show anything in red?
  13. mjshi said:
    Just follow the image posted by dragoonwys, and make sure the switch you're checking in the conditional branch is set correctly in the plugin parameters (Common Event Switch). Otherwise, if it's still not working, try posting a screenshot of your event setup and your plugin parameter setup? Are there any error messages, does pressing F12 show anything in red?
    thanks for replying. been trying to get this working for an hour now and i can't go to bed without fixing it lol. i'm new to variables/common events because my game doesn't have many of them.

    Here's the event
    Screenshot (3).png

    Here's the plugin parameters
    Screenshot (4).png
  14. cokes1999 said:
    thanks for replying. been trying to get this working for an hour now and i can't go to bed without fixing it lol. i'm new to variables/common events because my game doesn't have many of them.

    Here's the event
    View attachment 150856

    Here's the plugin parameters
    View attachment 150857

    That all looks right... what happens when you try to interact with the event? Is anything specifically breaking? Or is the shop just not showing up?
  15. mjshi said:
    That all looks right... what happens when you try to interact with the event? Is anything specifically breaking? Or is the shop just not showing up?
    Just the regular default shop appears. there's no talk option and no shopkeeper image. i thought it might have been a plugin incompatibility issue so i moved it to an empty project and it still doesn't work. i'm definitely doing something wrong though, right?

    I have no clue what the conditional branch in the event does btw (i figure things out as i go lmao), I just copied it from dragoonwys. all i did was make a switch called "common event called", did the conditional branch for that switch and copied the rest. i also made a common event called small talk and put a show text event inside of it.

    perhaps there's a demo or project file i can see that has the shop plugin working?
  16. @cokes1999
    Press F12 and see if there's any errors, if what shows up is a default shop then there's some other issues happening and your game is rejecting the plugin and deciding to not run it.

    Otherwise, try setting it up the same way but with other plugins turned off, or on a fresh new project to see if you still have the same problem. It's past midnight in the U.S. unfortunately so if there are compatibility issues or if you want a demo earliest I could get something up would be tomorrow.

    Edit: didn't see the thing about the new project. I'll see if I can't get you a demo tomorrow.

    edit 2: I'm sleepy so I'm not reading things right xD the conditional branch is just a way to make sure you get back into the shop scene only after talking to someone. Normally you'd just exit, or without the branch it'd loop infinitely.
  17. mjshi said:
    @cokes1999
    Press F12 and see if there's any errors, if what shows up is a default shop then there's some other issues happening and your game is rejecting the plugin and deciding to not run it.

    Otherwise, try setting it up the same way but with other plugins turned off, or on a fresh new project to see if you still have the same problem. It's past midnight in the U.S. unfortunately so if there are compatibility issues or if you want a demo earliest I could get something up would be tomorrow.

    Edit: didn't see the thing about the new project. I'll see if I can't get you a demo tomorrow.
    no problem. a demo will def help. thanks! i was worried no one was gonna reply. this plugin is super dope.
  18. Hi mjshi! I have a minor bug to report (at least, I hope it's minor!) It seems that NPC Dialogue Shop is running into a conflict with Yanfly's Item Core (particularly Independent Items) and not updating the possession window accordingly. For example, the items possessed updates accordingly (because they are not independent items) but when I go to purchase armor or weapons, the possession window does not display the correct number currently in the players inventory or after purchase.

    I originally thought the bug was a conflict with BurningOrca's BO Shops and your plugin, but he kindly told me that the problem lied with the way that your plugin handles (or doesn't handle?) independent items from Yanfly's Item Core plugin.

    Is this something that can be patched?

    Some of the plugins I am running (that deal with the shop and items) are NPC Dialogue Shop, BurningOrca's BO Shops, BurningOrca's Shop Categories, Silva'sDialogueShopX, and Yanfly's Item Core (with six of the item core extensions: Item Discard, Item Categories, Item PictureImg, Item Rename, Item Requirements, and Item Upgrade Slots).
  19. mjshi said:
    @Guardinthena I don't think I was trying to get it to handle independent items when I was writing this-- this wasn't really meant to be used with Yanfly's Shop Core haha. I'll add this to my to-do to investigate though :)

    @cokes1999 here's a demo: http://s000.tinyupload.com/index.php?file_id=90814997831895173852
    my google chrome blocks the website because it says it contains harmful files. when I bypass it, it wont let me download the file. is there any way to access the demo through a different website? dont wanna get a virus lol.